Note:The entity will NOT start to block automatically: it must first be activated with the BlockNav input.

Bug: For , When you make the func_nav_blocker block the navigation squares touching it, you must send UnblockNav (Yes not intuitive) along with BlockNav if the func_nav_blocker resides on the same navigation square(s) as a prop_door_rotating or func_physbox and perhaps others entities. Failure to do so will create the console error "Area navsquare# already blocked by a different team id. May produce flow bugs" ( Which is does). The navigation square numbers can be seen in-game by pointing at the nav square with z_debug 1 and nav_edit 1.

Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.

Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.

Note:Try to avoid expensive operations in this function, as it may cause performance problems.

Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.Format: <key> <value>Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>

Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.

Bug:In , the code is executed in the script scope of the entity that fires the output, not the one receiving the input.

Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.